Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
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Nhãn: mod, Overhaul
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978.702 MB
2 Thg07, 2018 @ 12:40am
2 Thg05 @ 1:22am
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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha

Trong 1 bộ sưu tập tạo bởi The_Yogi
Medieval Kingdoms Total War 1212
13 vật phẩm
Mô tả
MK1212 Campaign Open Alpha:
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today. The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions.

Campaign Features:

57 playable campaign factions.
Completely custom building chains.
Single region provinces, where every region on the map has 6 slots.
Over 4,000 beautifully modeled and period-accurate units (
Optional music mod.
Optional UI sound effect replacement mod
Three Tier Unit Upgrade System based on the three centuries this mod covers (13th, 14th, and 15th Century)
10 Building Slots per Settlement: No longer your cities be limited to 6 or 4 buildings.


Scripted Features:

Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Crusades): Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Summon the Prince Electors to crown you as the Holy Roman Emperor
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Frontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

What's Missing?:

College of Cardinals: Papal elections
Mercenaries: A few factional mercenaries are implemented but the rest will be implemented in the foreseeable future.
Naval Battles: These are still W.I.P. as they utilize custom ship models, but show promising signs so far.
Republic Mechanics: Political and trade mechanics are planned for the Italian merchant republics.
Islam Mechanics


Campaign FAQ:

Q: Are any DLCs or other mods required?

A: No DLCs are required, but to properly play the campaign you will require Model packs 1-6, and the Script pack. All of these are listed as required items in the base pack's workshop page. If you so choose, you can also use the optional music mod, located here. Lastly, there is a UI sound replacement mod, but due to the nature of its implementation it cannot be uploaded to the workshop. Simply download the .pack file from ModDB and place it in your Total War Attila/data folder and it will automatically load in when you launch the game (does not appear in the mod manager). To disable its use just move it somewhere else or delete it.

Q: Why are there no medieval buildings yet?

A: Our efforts so far have been focused on designing the campaign and fleshing out unit rosters. Once these tasks are done, the focus will shift to battle maps and campaign map settlement models.

Q: Can the campaign map be modified to add new regions? And why are some regions not in the right place?

A: As there are no official campaign map modding tools aside from Terry (which mostly does cosmetic changes), campaign map editing is next to impossible until methods of doing so are discovered.

Q: Are you looking for any help with the mod?

A: We are currently looking for anyone who can do 2D art for the UI, as well as building modelers and anyone with experience in battle map editing for Total War titles.

Q: When will mercenaries, naval units, etc. be added?

A: When they're ready.

Q: The Campaign Faction Selection are broken! It only have 1 row under "Balticum et Ruthenia"!

Subscribe to Medieval Kingdoms 1212 Scripts and activate it.



Recommended Mod Loading Order
Medieval Kingdoms 1212AD Scripts
Medieval Kingdoms 1212AD - Custom Cities Beta
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Models Pack 9
Medieval Kingdoms 1212AD Music



======== ASSETS USAGE AND PERMISSION POLICY=========
1. This mod contains both original works made by the team, and Open Source Project (OSP) models.
2. All Original assets, including but not limited to models, textures, 2D images, scripts, that are part of any pack uploaded by the MKTW 1212 team are provided for the exclusive use of the MKTW 1212 mod
3.Any other use must require explicit permission from the modding team itself and without any commercial benefit, whether through the resale of such content or through required donations from third parties.
4.Open source project models have all been provided to the MKTW 1212 under specific conditions by their authors.
5.Any use of Open Source Product Models or derivatives is permissible, as long as their use does not come with monetary profit, is not expressly forbidden by the original creator and does not violate the conditions that the MKTW 1212 team is bound to for the use of these OSP models.

========================================================


Our ModDB Page:
https://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version

Our Total War Center Subforum:
http://www.twcenter.net/forums/forumdisplay.php?1767-Medieval-Kingdoms-Total-War-(MKTW)

Our Discord Channel:
https://discord.gg/ejQUD8N

Our Steam Group:
https://steamcommunity.com/groups/MTWK1212AD

Our Trello
https://trello.com/b/y1W4DIM8/medieval-kingdoms-1212-ad-development

Old Versions (in case one wants to finish their old Campaigns before new updates)
https://drive.google.com/drive/folders/1SvALm_ZDfLn741QbVztUP7GhEo-BheZ8?usp=sharing
Thảo luận nổi bật Xem tất cả (435)
25
17 Thg04 @ 2:18pm
Warning missing .pack files
Maximus
4
1 Thg05 @ 2:09pm
No Irish faction?
Paddy
3
28 Thg03 @ 3:34pm
Units too slow in encampment battles
MudBox™
6.494 bình luận
noneatimos 8 Thg05 @ 10:30am 
Yes, game is working fine but I want to know is lucky nations option any good? France, Al Mohads, Cuman and Nicaea can't last 10 to 15 turns straight! I do understand that Khwarezm is supposed to fall or disestablished into new 5 states if Tolui chooses that path but the factions mentioned really need a boast at least for their AI to survive, other than that, that is the mod of my life since M2TW! :D
SqUisheR 8 Thg05 @ 10:14am 
Does it work or?? I am seeing some posts about pack 9 breaking it
L´immortale 7 Thg05 @ 1:33pm 
If I downloaded all recommended items in workshop and main comaping does not work, what can I do for play main campaign?
Lordly Cinder 5 Thg05 @ 3:14pm 
I also bought the game to play this mod.. Hope it works
SnowMexican 5 Thg05 @ 7:04am 
So I've been getting back into this mod after a long time and I've found something else. Why does the AI only go for naval invasions? I've been trying to play as Nicaea. The Latin Empire destroyed its army by invading via sea Nicaea. I wiped their army easily since its childplay to defend this type of attack. Stakes at the gate where their cavalry come from will kill their general. Then just charge with cav any landing unit as they come and its easy victory.

I walked over the Latin Empire that way. But thats not all. When I fought Venice. Naval invasions galore. I did FIVE IN A ROW. I actually want to stop playing because of this. Its not fun, waiting for thirty minutes for the enemy to land their army by docking two ships at a time. *And then Total War's AI breaks since sea combat is a buggy mess since Rome 2* and they just sit at sea doing nothing while I have to wait out a full hour timer.
squidghost 5 Thg05 @ 5:24am 
it keeps saying incorrect load order even tho I am putting the one it says, I think it is not reading the Custom cities because it's saying base pack is loading the second
mishothepro 4 Thg05 @ 12:40pm 
i bought the game just to play this mod :D
Mafiakillersquad 2 Thg05 @ 12:51pm 
@Ismawell WHEN IT IS READY LOOK ON THEIR DISCORD!
Tingu 2 Thg05 @ 4:08am 
continue update more content:steamthumbsup:
Exelarus 2 Thg05 @ 3:52am 
To join the crusade helps ups xD